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Chrono Trigger Walkthrough

Written by  Neal & footbigmike
Fanart Editor & Data Manager / Former Staff Writer

5. Beyond the Ruins

Enemies: Octopod, Meat Eater, Crater, Shadow, Mutant, Bugger, Rat, Bug, Proto 2
Treasures: Berserker, BladeLode Sword, BowLode Bow, Mid Ether x2, Mid Tonic, Race Log


Bangor Dome (2300 A.D.)


You'll come out of the gate in a very futuristic time period in the Bangor Dome, which houses nothing but the gate and a Sealed Door protected by the same power that seals the Sealed Boxes. These Sealed Doors will become available at the same time as the Sealed Boxes, so remember where they are.

Trann Dome (2300 A.D.)


To the southwest of the Bangor Dome is another Sealed Door to remember. Note the hard-to-see machine directly left of the furthest-left man - this is an Enerton, which will restore your HP and MP, but still leave you hungry.

The people here are pretty despondent. They don't have much food and are barely clinging to life. They mention that there is food to the northeast beyond the lab ruins, so that should be the party's next destination. Before you leave, speak to the man near the entrance, who acts as a market. Purchase an GunAuto Gun for Lucca, and an ArmorIron Suit and HelmetIron Helm for all three party members. You should have plenty of funds from the last two dungeons.

Lab 16 (2300 A.D.)


The ruins of Lab 16 are hardly a maze—this area is very straightforward. Dispose of the enemies in your path, but don't worry about the rats. Although they steal Tonics, it's not worth your time to dodge them, since you should be healing with Aura or Aura Whirl by now. Equipping the BowLode Bow will drastically increase Marle's attack rating, but Crono should already have a BladeLode Sword.

Upon entering the second section, you'll be attacked by enemies called Shadows that cannot be attacked physically. You'll have to resort to techs such as Slash or Flame Toss. As soon as you get past the second mutant, you're finished with the dungeon. Proceed to the next Dome.

Arris Dome (2300 A.D.)


Another set of dying people are here, and they're amazed to hear that you were able to cross Lab 16. They talk about how one of them has gone into the dome's basement to get food but hasn't come back yet. You can rest in the Enerton, save your game, or talk to the far-left girl to buy supplies, though she has the same stock as the man from Trann Dome.

Talk the old man, who will introduce himself as Doan. He mentions that there is food storage and a computer database downstairs, but lunatic robots prevent access. Walk towards the stairs and he'll try to prevent you from going, but eventually give in, saying that it's nice to see such spirited young people.

Arris Dome Basement (2300 A.D.)


The passageway to the northeast is blocked with a password, so you need to head to the northwest first. This will lead you to a maze-like catwalk with no monsters, just a statue of a rat. There's a memo attached that anyone in the stock room will be attacked. Hey, no monsters or robots have ever driven you away, right? Continue on, and you'll face a boss.

Guardian
Guardian
Guardian
Level
HP
Attack
Speed
Magic Power
8
1200
16
14
4
Defense
Evade
Lightning Def.
Shadow Def.
Water Def.
Fire Def.
127
224
Normal
Normal
Normal
Nullify (0 Damage)
Exp
G
Tech Points
Era/Location
300
1000
5
Future / Arris Dome
Charm
Drop
None
None
Enemy Techs
Enemy Counters
Combo: Amplifire [Shadow]
Revive Bit
Combo: Amplifire [Shadow]
Combo: Delta Attack [Shadow]
Strategy
Attacking the Guardian when one or two Bits are still in the fight will result in some heavy counterattacks. With two Bits, he'll attack all party members for about 55 HP damage, and with one, look for the same, but only to one party member. Take out the Bits and let it all loose on the Guardian. Do not use techs such as Fire Whirl (LC), as they will do no damage. Cyclone, however, is fine. Once you take out the bits, Guardian will count down from five, and after he reaches zero he will revive the two Bits.
 
Bit
Bit
Level
HP
Attack
Speed
Magic Power
7
200
6
10
2
Defense
Evade
Lightning Def.
Shadow Def.
Water Def.
Fire Def.
127
Unknown
Normal
Normal
Normal
Normal
Exp
G
Tech Points
Era/Location
0
0
0
Future / Arris Dome
Charm
Drop
None
None
Enemy Techs
Enemy Counters
Missile
Laser [Shadow]
Combo: Amplifire [Shadow]
 




After the fight, you'll be able to enter the storage house and discover that the man who ventured down here has died. The party will take a Seed that the man held. Check his body after you have an opportunity and you'll read a memo describing the rat and how it's not a statue—the rat WILL NOT MOVE until you check this memo, so you must do this to advance the game.

Return to the catwalk and you'll have the opportunity to chase the rat down. If you catch it, it will teach you the password to enter the other section of the Arris Dome basement, where the enemies and fun begin.

Go back to the first basement section and go up to the panel with the glimmering light. Press and hold the L & R buttons, and then activate it with A. A section of ground you can walk on will appear, and you can enter the next area. You may want to return to the inhabited area above to save and use the Enerton first.

For a dungeon, this area is pretty devoid of challenge and treasure. The only thing notable is a Sealed Door, and your objective is to get to the regular door via metal catwalk in the northeast. Once you arrive, Lucca will discover an info center and will find the location of a Gate. It's in the Proto Dome, east of some ruins of another lab. However, Marle will turn on Ditz Mode™ and push a random button, displaying to the three time-travelers the end of the world at the hands of Lavos. The three of you decide that the only appropriate course of action is to once again change the history, and you return to Doan with seeds and hope.

Doan will give you the Bike Key and tell you to head for the Proto Dome by way of Lab 32.

Lab 32 (2300 A.D.)


Upon entering Lab 32, you will be "attacked" by four robots, but before the fight begins, they will be stopped by "The Man!" Johnny, a spiky-haired guy with a bike on his back, races regularly through these ruins. Rather than fight your way through the ruins of Lab 32 - which is frustrating, has unavoidable encounters, and only nets you a Race Log—you can choose to race against Johnny on the Jet Bike. If you beat him, you've made it through Lab 32 without any hassle whatsoever. The best way to beat him is to stay close to him and then fire one of your boosters as you approach the finish line. If you lose, there's no penalty—you just have to race again.

Proto Dome (2300 A.D.)


The most important thing here is the deactivated robot to the very north. Lucca thinks she can fix it, but Marle protests. Lucca assures Marle that it won't attack them. While Lucca fixes it, Marle checks the door to the gate, which is sealed shut. Finally, Lucca gives the robot some juice, and it begins talking to you! His name is Robo, and he determines that the power in the Factory up north has been shut off, which is why the door won't open. Either Lucca or Marle must stay behind to make sure that the door stays shut. The better choice at this point to stay behind is Lucca because of Marle and Crono's Aura Whirl.

Chapters
Caves of Narshe: Chrono Trigger
Version 6
©1997–2024 Josh Alvies (Rangers51)

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